Development Cycle Archive
Thread: Publish 9.3 Feedback thread... DECREASED STARPORT TIMES, Poison resists, etc.
jefmes wrote:
Just because someone has to complain...
Decreased Starport times - gee, why don't we just add point to point teleportation into the game now, and we can explain it away as a massive physical disturbance in the Force!
I suppose this makes a lot of people happy...but I'd love to see your guy's plan for making Starship travel more desirable than the public transports if we're able to move around even more quickly on them! Smuggling (and I'm not a smuggler, never have been, just talking from a fictional POV) depends greatly on the difficulty in getting from point A to point B.
One change for good sometimes has repercussions down the line!
JTL may very well introduce the ability for smugglers to fly from any planet to any planet which will be cool for them.
JustG wrote:
Travel: Decreased starport wait times to 5 minutes!!
WOO HOO, Way to go, this is one thing that was long over due. I'm guessing this was the "something special" that you were referring to when you posted the patch had been delayed until today.
Combat: The resistance effectiveness of the Poison Resist & Disease Resist Buffs will reduce the chance of being affected by a poison or disease. There will always be a 5% chance of being affected and a 5% chance of resisting no matter how high the resistance or potency ratings get.
Does this mean, no matter how good or badof a resist buff I make, the end result will only be 5%? Just a little clarification, please.
Message Edited by KingLuka on 08-10-2004 10:44 AM
BachhTearia wrote:
Disease/Poison Buffs
The Master Combat Medic profession has been hit hard by this new update. Why be a Master CM? What benefit is it now? The Doc profession is easier to complete and much, much more profitable! They are now becoming Godlike with these new skills. You sit all day/night at Starport selling buffs with a macro and rake in the credits! Now you have even another bufftoprofit from.If Master CM are only good for combat support and healing then they might as well just be Master Medics. Why not just eliminate the Master CM profession entirely if you're going to render us useless? I predict MANY more Master Doctors in the very near future.....frustrated Master CM are going to switch and start making credits instead of having to spend everything they have on resources and supplies entirely dependent upon tips or making and selling doc supplies to survive!
If there aremany more master doctors, then the buff lines will be much shorter... and we can catch a starport flight 5 minutes later.
That sounds good to me!
The issue is that Combat medics didn't have a reasonable counter. Also, 1 Combat Medic could "turn the tide" on any Star Wars GCW event. This problem should have been fixed November 2003.
BachhTearia wrote:
Disease/Poison Buffs
The Master Combat Medic profession has been hit hard by this new update. Why be a Master CM? What benefit is it now? The Doc profession is easier to complete and much, much more profitable! They are now becoming Godlike with these new skills. You sit all day/night at Starport selling buffs with a macro and rake in the credits! Now you have even another bufftoprofit from.If Master CM are only good for combat support and healing then they might as well just be Master Medics. Why not just eliminate the Master CM profession entirely if you're going to render us useless? I predict MANY more Master Doctors in the very near future.....frustrated Master CM are going to switch and start making credits instead of having to spend everything they have on resources and supplies entirely dependent upon tips or making and selling doc supplies to survive!
See how happy people are when you listen and give them the things they want? The starpoint/cm/doc was one of the best fixes yet.
JustG wrote:
Travel: Decreased starport wait times to 5 minutes!!
Message Edited by JustG on 08-10-200408:07 AM
Thanks
/hug
KingLuka wrote:
JustG wrote:
Travel: Decreased starport wait times to 5 minutes!!
WOO HOO, Way to go, this is one thing that was long over due. I'm guessing this was the "something special" that you were referring to when you posted the patch had been delayed until today.
Combat: The resistance effectiveness of the Poison Resist & Disease Resist Buffs will reduce the chance of being affected by a poison or disease. There will always be a 5% chance of being affected and a 5% chance of resisting no matter how high the resistance or potency ratings get.
Does this mean, no matter how good or badof a resist buff I make, the end result will only be 5%? Just a little clarification, please.
Message Edited by KingLuka on 08-10-2004 10:44 AM
I believe this means that players will always have a small chance to be affected... so no more "NEVER happens to me" situations for most things in Star Wars Galaxies (such as I never get hit by ranged weapons, etc.).
Message Edited by GabrielsSword on 08-10-2004 11:48 AM
nolan007 wrote:
KingLuka wrote:
JustG wrote:
Travel: Decreased starport wait times to 5 minutes!!
WOO HOO, Way to go, this is one thing that was long over due. I'm guessing this was the "something special" that you were referring to when you posted the patch had been delayed until today.
Combat: The resistance effectiveness of the Poison Resist & Disease Resist Buffs will reduce the chance of being affected by a poison or disease. There will always be a 5% chance of being affected and a 5% chance of resisting no matter how high the resistance or potency ratings get.
Does this mean, no matter how good or badof a resist buff I make, the end result will only be 5%? Just a little clarification, please.
Message Edited by KingLuka on 08-10-2004 10:44 AM
I believe this means that players will always have a small chance to be affected... so no more "NEVER happens to me" situations for most things in Star Wars Galaxies (such as I never get hit by ranged weapons, etc.).
Thanks for the response. That's what I thought, but... knowing how some things wind up, i wanted to ask.
Either way, GOOD JOB DEVs
KingLuka wrote:
JustG wrote:Travel: Decreased starport wait times to 5 minutes!!
WOO HOO, Way to go, this is one thing that was long over due. I'm guessing this was the "something special" that you were referring to when you posted the patch had been delayed until today.
Combat: The resistance effectiveness of the Poison Resist & Disease Resist Buffs will reduce the chance of being affected by a poison or disease. There will always be a 5% chance of being affected and a 5% chance of resisting no matter how high the resistance or potency ratings get.
Does this mean, no matter how good or bad of a resist buff I make, the end result will only be 5%? Just a little clarification, please.
Message Edited by KingLuka on 08-10-2004 10:44 AM
It basicly means that with the highest resist, and lowest potency on the poison/disease, you'll still have a 5% chance of it sticking, instead of 0%. And on the flip side, with the highest potency poison/disease, and no resists, you still have a 5% chance of resisting.
Like someone else said, removes the "always hit" or "never hit" situations.